WIP Character Update Jan-01-2025 [IkemenGO]
HAPPY NEW YEAR
Man.... I really wish FA would allow video uploads. I can make a recording that would be 30mb as a GIF..... a -3mb- Mp4...FA's tiny file size restrictions forces me to cut , crop, scale down and murder the image quality for a gif that just barely fits and shows enough of what I want it to. Frustrating.
ANYWAY, I'm back on the wagon with this stuff. Should be much more regular now that I'm taking significantly less commissions, more art time is going into personal stuff.
Available on my patron for supporting members, or $5 one-time buy. It contains my currently active 7 WIP characters for IKEMENGO with the focus on this update being on Feliro and Rael.
The rest of this post will be a copy-pasta from the patreon post: https://www.patreon.com/posts/119029752
At long last, I'm back and now with a reduced focus on commissions, I'm going to be much more active on this project. This update is focused on Rael and Feliro, who both received re-works. I'm not charging current patrons for this update. Thanks for sticking around, and Happy Holidays!
RAEL:
The reasons for Rael's was the trouble I was having of figuring out exactly how I want her to play, but I feel pretty confident now that I have her on the right track. I just need to fill in some gaps on her normals and P button moves on the ground. Some new moves were added along with some adjustments to previous experimental moves.
Ability tweaks:
Rael no longer has 2 air-jump/dash stocks. She has the standard 1. The reason for this is that now, she has a ton of air mobility options built into her moves. So I've left her to use those recourses. Her air-dash is also the move efficient in the roster so far, being a true momentum shift, which other characters don't have.
SUPER JUMP is now a unique command she has as a trade for the 2nd air movement stock. Super jumps, for characters that have the ability get them, are done by inputting D, U + a. This is not a universal skill, but something that only certain characters will get.
Power Moves of the now:
Standing b - Wing slash:
This is largely still an experimental placeholder. This is subject to change.
Air b : Glider!
While the button is held down, Rael will begin to glide, the direction of which can be influenced with up or down inputs. Diving down will persist the move longer, upward will end it sooner. Releasing the button will cause Rael to start a combo chain, which can be continued with two more presses of the b button.
The attacks on this move at dummied up from other moves at the moment. I'm going to make 3 "wing attack" slashes done with the wings she forms for the glide.
As if right now, this glider can also become "Bail-out bomber" by pressing y during the glide. She will lunge backward slightly while dropping a bomb a bit in front of her.
This move can also be air-dash canceled if she still has her air-jump/dash stock.
Special Moves of the now:
Pew pew [D,DF,F x]
This is a simplified version of the laser gun idea. She just fires one basic shot forward. Damage reduces the further it travels.
Barrel Roll [D,DF,F y]
This is a new, air-only special move. She will do a lateral spin sideways in the direction of the input, canceling any previous momentum. This attack does two basic hits, but also nullifies and hits non-super projectiles. Good air combo/juggle tool as well
TAKE OFF! [F, D, DF x or b]
This attack is a Sakura-styled DP attack. x version goes a very short distance on the ground before launching up into an upper cut. The b version travels far on the ground first. Both versions of the attack leave her air-actionable after she stops rising, so they are combo starters or extensions from the ground to take the combo to the air.
Nose-Dive Grapple [D, U y or b]
This attack is generally the same as it was before, but with the ability to cancel and re-jump with a y or b input during the arc. I felt this made the move have too much stall potential. The move as is, already has versatility as a dodging psudo-grab (it's blockable).
SUPER Moves of the now:
Fire Rael [B,D,F y+b]
This is the same super she's had for a while, I just made a small tweek to it to prevent my universal steering from altering it's movement.
I'm still thinking on another super to give her, along with an Omega super. I have ideas, I just need to test them.
FELIRO:
The reason for Feliro's rework is that I felkt his game place was far too linier. In play testing I found myself responding to situations with the same one or 2 combo strings, and that was really the only options he had. Now, I've opened up more variance in the ways you can chain his moves together. I've decided that I really want to ground this lil guy more, instead of being so heavy on longer air-combos. So his kit relies more on shorter burst in the air to juggle with rejumps and such.
Special Moves of the now:
Flurry Feets [D,DF,F x]
This move was formally a unique normal, now a special move. I felt options previously were a bit redundant. So now, this is a fixed hit-count, linkable attack. The attack does 4 to 6 hits based on when the attack lands. if the first 3 kicks miss, Feliro will auto-end the attack quickly. If the move hits by the 3rd kick. he will continue to 6 kicks, with the last being a finisher attack. This attack is linkable to some normals. The air version is much weaker, but has juggle utility or each air-to-ground combo potential.
A limiter will be put on this attack, as he can currently infinity with links until my preventor kicks in at the hard cap. I will either build a limiter into this move. OR I've been thinking on a universal mechanic on my combo scalers that always force a fall-state on targets by the 8th attack used, forcing all combos to convert to juggles by that point, by which the juggle scaler will kick in.
Bolt Kick [D,DF,F y or b]
This attack got a MASSIVE rework, and now has two forms. It no longer has a variable hold period, but two fixed timings and spacings based on the button used. The y variant is quicker and as a closer angle, along with less damage. The air versions of this move fall at much sharper angles downward. The attack has 2 hits: the initial drop kick and the spot where he hits the ground, causing a small lightning bolt and a juggle starter if the sweet spot connects.
This move can hit OTG and have a tight window continue a juggle after OTG from shorter combos.
Twist Gale [D,U y or b]
This attack got a slight rework to make hits and the final placement of the target more consistent, making it much less likely for targets to fall out before the move finishes.
Mirage dash was dropped for the time being and might be fully replaced with another attack, but I haven't figured out what to replace it with yet. I've come to the conclusion with my rework that the utility it had was boring, or redundant to other tools.
Feliro's dash attack is now just his Dust Devil Dance, but with a high starting speed. I'm likely dropping "Dash Attack" as a universal input and just making them situationally unique for some characters.
SUPER Moves of the now:
Lightning Rod [D,D,D y+b]
Feliro will summon a big lightning bolt from high above to strike himself. The resulting blast does 2 hits of damage. The bolt itself and the blast. Too high up and the target will only get hit by the bolt, too far to the side, the target will only get hit by the blast. Generally it's easy enough to consistently hit the sweet spot though.
Hyper Flurry Blitz [F,D,FD y+b]
This attack got some adjustments. I had not realized originally that this attack was doing different amount of hits (and damage) based on when in the starting travel the attack connects and starts. I decided to keep and embrace this and adjusted it a bit. This attack's top damage is slightly weaker than the lightning rod, but it's more versatile. I now have him use the animation of air-flurry feets, which he will do for a certain amount of time from activation before a finishing 4 hits.
As far as Feliro's Omega super goes. I will end up replacing this concept with a more straight forward move. If I keep the custom combo nature of it, what I might do instead is something akin to "Deadly Rave" but more variable. Something where the initial hit needs to land, but if it does, it opens up the window for a more fixed, structured custom combo.
OR, what I could do instead is swap one of the supers into an Omega (likely Hyper Flurry Blitz) and make this install a fixed-timer super instead. I think I'm liking the idea of Omega's being more of a set spectacle rather than an install. So installs going forward will instead be "EXs" or Supers.
That should be it for now. There's various other small changes I made to these characters, but nothing is sticking around 100% yet. I'm waiting to see how things refine before I go into SO much detail.
Thanks again and happy New Year and hope your holidays were great!
Posted using PostyBirb
Man.... I really wish FA would allow video uploads. I can make a recording that would be 30mb as a GIF..... a -3mb- Mp4...FA's tiny file size restrictions forces me to cut , crop, scale down and murder the image quality for a gif that just barely fits and shows enough of what I want it to. Frustrating.
ANYWAY, I'm back on the wagon with this stuff. Should be much more regular now that I'm taking significantly less commissions, more art time is going into personal stuff.
Available on my patron for supporting members, or $5 one-time buy. It contains my currently active 7 WIP characters for IKEMENGO with the focus on this update being on Feliro and Rael.
The rest of this post will be a copy-pasta from the patreon post: https://www.patreon.com/posts/119029752
At long last, I'm back and now with a reduced focus on commissions, I'm going to be much more active on this project. This update is focused on Rael and Feliro, who both received re-works. I'm not charging current patrons for this update. Thanks for sticking around, and Happy Holidays!
RAEL:
The reasons for Rael's was the trouble I was having of figuring out exactly how I want her to play, but I feel pretty confident now that I have her on the right track. I just need to fill in some gaps on her normals and P button moves on the ground. Some new moves were added along with some adjustments to previous experimental moves.
Ability tweaks:
Rael no longer has 2 air-jump/dash stocks. She has the standard 1. The reason for this is that now, she has a ton of air mobility options built into her moves. So I've left her to use those recourses. Her air-dash is also the move efficient in the roster so far, being a true momentum shift, which other characters don't have.
SUPER JUMP is now a unique command she has as a trade for the 2nd air movement stock. Super jumps, for characters that have the ability get them, are done by inputting D, U + a. This is not a universal skill, but something that only certain characters will get.
Power Moves of the now:
Standing b - Wing slash:
This is largely still an experimental placeholder. This is subject to change.
Air b : Glider!
While the button is held down, Rael will begin to glide, the direction of which can be influenced with up or down inputs. Diving down will persist the move longer, upward will end it sooner. Releasing the button will cause Rael to start a combo chain, which can be continued with two more presses of the b button.
The attacks on this move at dummied up from other moves at the moment. I'm going to make 3 "wing attack" slashes done with the wings she forms for the glide.
As if right now, this glider can also become "Bail-out bomber" by pressing y during the glide. She will lunge backward slightly while dropping a bomb a bit in front of her.
This move can also be air-dash canceled if she still has her air-jump/dash stock.
Special Moves of the now:
Pew pew [D,DF,F x]
This is a simplified version of the laser gun idea. She just fires one basic shot forward. Damage reduces the further it travels.
Barrel Roll [D,DF,F y]
This is a new, air-only special move. She will do a lateral spin sideways in the direction of the input, canceling any previous momentum. This attack does two basic hits, but also nullifies and hits non-super projectiles. Good air combo/juggle tool as well
TAKE OFF! [F, D, DF x or b]
This attack is a Sakura-styled DP attack. x version goes a very short distance on the ground before launching up into an upper cut. The b version travels far on the ground first. Both versions of the attack leave her air-actionable after she stops rising, so they are combo starters or extensions from the ground to take the combo to the air.
Nose-Dive Grapple [D, U y or b]
This attack is generally the same as it was before, but with the ability to cancel and re-jump with a y or b input during the arc. I felt this made the move have too much stall potential. The move as is, already has versatility as a dodging psudo-grab (it's blockable).
SUPER Moves of the now:
Fire Rael [B,D,F y+b]
This is the same super she's had for a while, I just made a small tweek to it to prevent my universal steering from altering it's movement.
I'm still thinking on another super to give her, along with an Omega super. I have ideas, I just need to test them.
FELIRO:
The reason for Feliro's rework is that I felkt his game place was far too linier. In play testing I found myself responding to situations with the same one or 2 combo strings, and that was really the only options he had. Now, I've opened up more variance in the ways you can chain his moves together. I've decided that I really want to ground this lil guy more, instead of being so heavy on longer air-combos. So his kit relies more on shorter burst in the air to juggle with rejumps and such.
Special Moves of the now:
Flurry Feets [D,DF,F x]
This move was formally a unique normal, now a special move. I felt options previously were a bit redundant. So now, this is a fixed hit-count, linkable attack. The attack does 4 to 6 hits based on when the attack lands. if the first 3 kicks miss, Feliro will auto-end the attack quickly. If the move hits by the 3rd kick. he will continue to 6 kicks, with the last being a finisher attack. This attack is linkable to some normals. The air version is much weaker, but has juggle utility or each air-to-ground combo potential.
A limiter will be put on this attack, as he can currently infinity with links until my preventor kicks in at the hard cap. I will either build a limiter into this move. OR I've been thinking on a universal mechanic on my combo scalers that always force a fall-state on targets by the 8th attack used, forcing all combos to convert to juggles by that point, by which the juggle scaler will kick in.
Bolt Kick [D,DF,F y or b]
This attack got a MASSIVE rework, and now has two forms. It no longer has a variable hold period, but two fixed timings and spacings based on the button used. The y variant is quicker and as a closer angle, along with less damage. The air versions of this move fall at much sharper angles downward. The attack has 2 hits: the initial drop kick and the spot where he hits the ground, causing a small lightning bolt and a juggle starter if the sweet spot connects.
This move can hit OTG and have a tight window continue a juggle after OTG from shorter combos.
Twist Gale [D,U y or b]
This attack got a slight rework to make hits and the final placement of the target more consistent, making it much less likely for targets to fall out before the move finishes.
Mirage dash was dropped for the time being and might be fully replaced with another attack, but I haven't figured out what to replace it with yet. I've come to the conclusion with my rework that the utility it had was boring, or redundant to other tools.
Feliro's dash attack is now just his Dust Devil Dance, but with a high starting speed. I'm likely dropping "Dash Attack" as a universal input and just making them situationally unique for some characters.
SUPER Moves of the now:
Lightning Rod [D,D,D y+b]
Feliro will summon a big lightning bolt from high above to strike himself. The resulting blast does 2 hits of damage. The bolt itself and the blast. Too high up and the target will only get hit by the bolt, too far to the side, the target will only get hit by the blast. Generally it's easy enough to consistently hit the sweet spot though.
Hyper Flurry Blitz [F,D,FD y+b]
This attack got some adjustments. I had not realized originally that this attack was doing different amount of hits (and damage) based on when in the starting travel the attack connects and starts. I decided to keep and embrace this and adjusted it a bit. This attack's top damage is slightly weaker than the lightning rod, but it's more versatile. I now have him use the animation of air-flurry feets, which he will do for a certain amount of time from activation before a finishing 4 hits.
As far as Feliro's Omega super goes. I will end up replacing this concept with a more straight forward move. If I keep the custom combo nature of it, what I might do instead is something akin to "Deadly Rave" but more variable. Something where the initial hit needs to land, but if it does, it opens up the window for a more fixed, structured custom combo.
OR, what I could do instead is swap one of the supers into an Omega (likely Hyper Flurry Blitz) and make this install a fixed-timer super instead. I think I'm liking the idea of Omega's being more of a set spectacle rather than an install. So installs going forward will instead be "EXs" or Supers.
That should be it for now. There's various other small changes I made to these characters, but nothing is sticking around 100% yet. I'm waiting to see how things refine before I go into SO much detail.
Thanks again and happy New Year and hope your holidays were great!
Posted using PostyBirb
Category Artwork (Digital) / All
Species Unspecified / Any
Size 484 x 309px
File Size 8.98 MB
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